@airtex2019 I hope already fixed sir. I just notice this through 3000 hours at 4.35. I just so comfort in 4.35.
Posts made by GP1508
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RE: I hope this HARM related problem already fixed in 4.36 / 4.37 and so on
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I hope this HARM related problem already fixed in 4.36 / 4.37 and so on
Before this, in all KTO with limited Mobile SAM TELAR, I rarely use Harm in a manner like āpretendingā the SAM canāt being hit by HARM as long as they stationary, and in āobjective with SAM CAPABLE Flagā Mostly SAM in KTO like that. I usually dismissed other AI, to do it by myself far beyond any SAM range with an EOM and TI set at SD (not glide - not flex) into precission steerpoint using āreconā. Kinda bored eh? Even, I use SDB and start from 37nm one viper wiped out 8 stationary single digit SAM. Then, later on, I need some to spice up a bit, so I act GOD by giving mercy into the red (even not realistic) that every SA-2/SA-3 SAM at day 3 I changed into SA-4/SA-6/SA-11 and SA-5 into SA-10. This made the proper employment of HARM needed, cause I do not put them into āSAM CAPABLE Objectiveā, set them unspot, and untick the āemitā. The result is fantastic, they can popped up at anytime at place even WDP donāt read the SAM location. Made me happy until I realize that :
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SOI related integration in FCR (Slant range for A-A) messed up after the last harm delivered. This slant range at FCR SOI put in hud will be back into normal in ACM mode a.k.a DOGFIGHT mode. Unless I select dogfight mode, the whole slant range info at HUD, both AA/NAV/MRM will be refer to the steerpoint selected. I realize this in coincidence in my āI do as I like frag missionā named SWEEP but I carry HARM, so that I not only sweep red force jet, but also crush any SAM Radar that dare enough to illuminate me. After sent the last HARM, which is hit (you guys need to nerfed a lot the HARM seeker / logic, especially with Target Isolate describe in your manual), I do charge the SU-35. Bugged them, and I wait my number to execute came up at the HUD. This moment I realize that the slant range from the FCR do not slaved into the HUD info, but, it showed the range from my selected STPT.
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If carry harm, and already delivered, goes strafing will need a lot of effort and step, caused by SOI integration failed in A/G mode. The TGP canāt be slewed, even I made FCR GROUND slew, the TGP will still locked into the last steerpoint. It happened with carry HTS, and without HTS. I have to go to the NAV, changed the FCR into A/G and TGP also, mark point, then, goes to AG, press long uncage to force into strafing mode. Why strafe? Yāall might ask that? I need that kind of adrenaline tho, cause you boys really made your AI ground troops really āBattle hardened veteranā nerve. Able to shoot back even I blast them with full burner above MACH 1, when strafing at night.
This in dogfight mode
and this in other mode
master arm on / sim / off does not fixed the anomaly, also Iāve tried to reset the FCR and deploy the test, do not resolve the problem. HARM page at SMS power on / off also do not made the problem resolve.
And now, Iāll give you boys a bit clue about HTS based on what I see in real HTS at F16. In BMS, HTS in HAD more or less is just enhanced HSD with a broken SOI integration. In Real, whatever you bugged at HAD, all SOI will pinpoint into that location. By that, carry HTS without HARM on station 3/7 is usefull. Imagine fly with the AI, Human execute the SAM FCR, and at the same time command āattack collateral targetā using CBU / Mav.
Thatās it. If dev already fixed this HARM at 4.37 then nice. If not, worth to check a bit.
Thank you as always for your attention
Live long and prosperPS: Thatās screenshot taken from 4.35U3
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RE: Babysitting the AI
@Mav-jp sir, might be out of topic, but does the line followRate 60 at AI Behaviour section is about how fast AI will try to rejoin?
I change it into 40 for mine, and wingman seems using fuel more effective. I notice a bit longer for them to rejoin, but at the end fight with extra missile carry by them is better than send them home while cap time still ticking. Before, almost one time engagement is enough to sent them home while CAP time still around 20minutes. Put me effectively fight the whole motorcycle gank storming the gate .
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RE: AI TGP X-ray vision
@SLangner I knew what youāre experience with, cause Iāve been experience this with all TGP / Visual related aim at overcast weather. Tips for this, circle the area, youāll find a hole then. I donāt like fly below 10k Ft MSL, cause I hate shot by SA-13 from behind. As always, AI sometimes gives clue about SAM launched, but the way the engine read the text for warning is too slow, thus the word SAM launch heard, the next second SA-13 missile already catch my butt . Anyway, back to the topic, overcast weather still have a cloud hole, if you circling / flying arc. Try from farther range, and with one mindset, find a hole, not āwhere is my targetā.
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RE: Aim120
@Mav-jp : mav, your opinion is legit. One of my relatives work on the boramae co-op, and said the same one about Fox3 (almost all he said) range in public media is rubbish. I give him a quick check when heās here last month to try 4.37. He said, cut it more, at the end youāll be a suspect for have a leaked classified doc. It just mean that 4.37 is modelled through the logic condition, yet questioning by the player for the shocking slap between āpublic release numberā vs āideal logical realityā.
He add that the public release number about range is correct, if shoot at a floating / stationary object ath the sky. Problem is, what the jet shoot at is a fighter jet, that have human inside with a strong will a live. The will of live in human put a āvariabel of change in a manner of manouver, drag, and pumpā that interpret verywell, verygood in BMS.
Range may improved in Real by the reduction of electronic component size, thus made room for more fuel. But, it is not so significant. The key of improvement more likely āJammed resistanceā. Imagine this, yes the jet is available to get solid lock and guide the AIM120 before active. What if, the guidance link jammed? You get the lock, released, but unable to guide your AIM120 into activated phase, hence turn the missile into ācheap shotā. Thatās what an AIM120D is supposed to excel above the predecessor, jammer resistance.
Live long and prosper Mav.
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RE: It happened often
@airtex2019 done sir, thank youā¦ Well, I think still need a couple trick under the sleeves tho. Without OBS punch in for record, it is better than 4.36, but still slower than 4.35. CPU Spike happened like SA-6 when OBS start record, CPU spikes up, unlike the 4.35 captured with CPU utilization around 15%-18%, 4.37 if captured will cause the CPU spike around 50-60%. Iāll try again by reinstalled so the OBS write at the same I/O with Falcon BMS. If this goes better, I proceed to optimized the DDS file one by one, thus lighten the work of AA. Lotta work, but for Falcon, always worth.
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RE: It happened often
@airtex2019 sir, I canāt sleep last night after read your previous reply, so I decided once more dig deeper into 4.37. It is near playable tho, wait, very nearā¦ I write this while I wait my water boil to made another cup of coffe. Iāll record the ānearā, that it might be just me, that have this kind of barrier. It is not the FPS, cause this time, I trully replicate one by one, line by line config, so the result is pretty much as the same with 4.35 U3 with the same FPS result. Then, when I wanna turn on the flood light, this one little things I realized missed from my screen, and that, aside I play with full real cockpit build with wiring and thorough DX interface mapping, I barely cannot do press, turn, and switch anything. Thatās the mouse cursor is missing ā¦ I giggles when I type this, because it is so nearā¦ Are you sure? Yes, pretty much, because the behaviour of mouse cursor missed only happened ifā¦ I lowering the desktop resolution into 1280/720 so that windowed mode in 3d will be fullscreen. It is old trick that I use before on another FirstPersonShooting game, fullscreen without being fullscreen.
If I recalled my memory correctly, Iāve been dealt with this kind of problem at 4.36, but in different case. In 4.36, the mouse cursor will dissapear in 3D world if, I use the hotkey alt+enter to entering into fullscreen mode from borderless. This experience brought me at 4.35 running 1280/720 at the UI page just before I press take off. Yes in 4.35 and 4.36 the UI is cropped if windowed mode in 1280/720, but I still can press the ātake offā. It is different now in 4.37, running in any resolution, the UI will be stretched, with some consequences, the text a bit āyou know what I meanā, and thatās not a problem actually for me, if when entered into 3D, the mouse cursor exist. This cursor, will never dissapear in 4.37 if, I run the UI at 1920/1080, thus the 3D still in borderless windowed mode at 1280/720. If I use the key command to fullscreen at this time, using alt+enter, the mouse cursor still there, butā¦ the FPS problem pop up. The FPS limiter canāt help, because it is trully hit my machine limit to not exceed the vertical resolution above 768. I trully prefer 1280/720 compared with 1366/768 because this tiny resolution optimized to the max for mine.
Iāll made a screen record for this. It is pretty near tho, if this mouse cursor problem dissapear, I am optimized, chance 4.37 playable at mine is big, because the same effect and FPS count stabilized at the benchmark TE after I copy line by line, from 4.35 into 4.37, not just installed and deploy like before. Almost made my day tho
Salute into the dev team, they trully made some leap, aside this problem of mine, made the more complex 4.37 is as light as 4.35 U3. Well, Iāll made a screen record of it ASAP. Probably somebody can help me overide this tiny obstacle.
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RE: It happened often
@airtex2019 : ok, Iāll do my best to grind out with extra effort this time, to found anything possible to resolve the 4.37 at mine. Iāll dig deeper with a various possibility to tryā¦ Wish me luckā¦
While I look around, here is recent comparison ā¦
4.37, raw, no reshade, FPS counter sim and rendered suffered hard yet I already turn off AA.
4.35, with reshade, AA value 2 at BMS UI, and put option enhanced in Nvidia with value 8x, anisothropic 8x in Nvidia, punch in the OBS into recording, and limit rendered FPS so it steady at 30 FPS
and here a few example the tone color that I aim with reshade. I fully replace BMS HDR bloom with fakeHDR and colorfulnes filter from reshade. This reduce the processing power required, thus achieve the effect that I look for. When visor down, sun in normally visible round, just like visor down with default BMS HDR bloom.
I hope it gives all the team a hint. I dare myself put this here because I receive a lot of response from close friends, that they notice the image improvement time to time since the very first time I learn with Falcon BMS. Anyway, yāall doing great job tho, I do really appreciate all the dev team effort to super elevate Falcon BMS until now. The freedom of Falcon to do slight āmodificationā using tools like Mission Commander, weather commander, is somehow touch my inner soul to kept in play aside with complex war simulator inside. The way MANPADS, Gopher said āmy pleasure to shoot at your but if you go lowā really elevate Falcon BMS into something uncomparable with the other. Tbh, I always set altitude warning at 12.000ft from my exp here. You go low, and do not do pre emptive flare, and gopher below you, guaranteed your but kicked and ruin the mission. This, somehow I rarely seen at the other sim that mostly fancy and action stuffs oriented like bolywood movie. Keep going guys, live long and prosperā¦
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RE: It happened often
@Icarus the Graphic card might be the cause, mine is not so goodā¦
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RE: It happened often
@airtex2019 I do turn off the hyperthreading also for BMS, it smoother. The reshade I use is for my pref only about color. FakeHDR from reshade after colourfulness bring vibrant modern tone color, while after those two, I ripped off the yellowish tone at the green terrain. Without reshade is ok also. I limit the FPS sir, for sure thatās what made the BMS playable for me at the campaign. I am once again not complain here, instead this might give all you a clue and insight to kept delivered in such elevated way. For now, I manage to pull the BMS even 4.35 with reshade, obs record with certain set parameter. If you donāt mind, a have a few footage since I start my first journey with 4.36, then moved into 4.35. Iāll drop my IG and Tiktok account dedicated for it later.
Tbh, at my eyes, I can see the change through color profile difference.
About limit the FPS, I use RivaTuner. Even the FPS counter in bms showed 90FPS, the rendered counter in bms will stay with a number of FPS that I limit. No Vsync or triplebuffer, to get rid tearing, I play it in windowed mode. At least now, it is playable and I can enjoy rewatch my record and have fun, thatās my goal and already achieved. Next is catch up with all of you, like āHOTASā, more powerful and latest tech PC and so on. Geez, I turn on my old PC, repaste and made it work again after I found about BMS in somebody channel that compared BMS with DCS in term of flight characteristic. BMS remind me with JSF in term of the map.
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RE: It happened often
@okayasugf it is eat cpu, but compared with the hdr bloom from the BMS itself, fakehdr from reshade do more way more effective in term of CPU usage and richness of the bloom. I put fakehdr after colourfulness, so the bloom is just like the video. After fakehdr, I do simple color correction, I forgot the filter, but I color correct the green. I get ripped off the yellowish thing in green color.
The capture itself a bit tricky, cause this is the part between bandwith in term ālive streamā, speed, and power resources. I use vbr instead of the common recommended CBR with sort of parameter. Since my network although able up to 20Mbps, in reality, above 5Mbps will be delivered with multiple ping spike, thus I have extra homework here. And this the parameter I might share with you all, VBR with CRF value 15, 5000 bitrate, superfast, high profile, and tune for grain. Is that it? No, here is the next part, I put this value at x264 option, separated by space ;
bframes=2 b-adapt=0 partitions=none scenecut=0 no-weightb weightp=0 sliced-threads aq-mode=0 subme=0 trellis=1
Note, if you have enough processing power, go ahead with change at ;
aq-mode=2 and subme=6
I usually use this kind of parameter with aq-mode 2 and subme 6 in TE. In campaign, mine hit the limit at the airbase, especially when I create such a massive sync launch, let said 20 jet conducting sync attack at one spesific area, instead of the campaign engine did in a manner random frag. I put all KF and all korean things into campaign engine and create my own at all US flag jet / nato jet. Doing ramp start with this kind of aqmode and subme parameter is pain for mine if I frag the mission by myself at such large operation at once. But this is the beauty of BMS, the more but very limited chessboard flight combat simulator. This is why I fall in with BMS, the map, and the fact I can strategically made my own decision at the campaign, just like the old game I once play called JSF.
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RE: It happened often
@Icarus in the video, I7 2nd gen, 8GbRam, no SSD, 4.5Gb old graphic card. It is the CPU I bought at 2013ā¦ To made 4.35 play smooth, I restrict the Sim to render more than the limit FPS. Mostly stutter happened at ground operation if, I do not limit the FPS. The benchmark TE is not as harsh at the campaign actually, but if my setup failed there, mostly will got a problem at campaign. Also notice that using high quality textures is more free from stutter. Right now I can push the AA value 2 in BMS and enhanced into 8 in Nvidia with a reshade run, and obs record at background. Previously I canāt record while play with obs, until I use x264 custom command there.
I use reshade to color correct the blue, white, and green, so the blue is blue, white in cloud is more white, and green do not tend to yellow. I did use reshade to replace the hdr bloom from the game. The hard part is correct the green, so that it not tend to be yellow.
This one year journey with Falcon BMS is more about get the comfort one with limited resource. I do play a lot with it, maybe 6-8hours a day outside my regular job as a local podcast host. A bit late actually met the falcon bms, too late I guess, cause things can be different if I knew it sooner.
Just keep going boys, keep deliver the falcon, Iāll catch up with you step by step.
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RE: It happened often
@airtex2019 no sir, some of us already try. Itās not the bug, it is the hardware limitation that prevent us to have fun with 4.37. I do post here not for complaining, but to give credit to all of you that bring happiness to us. You guys really make a bold statement with Falcon BMS. Cheersā¦
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RE: about the SAM being SEAD
@molnibalage I notice the SAM relocate when I open at the mission commander, and I see waypoint in the battalion. Once I messed up a lot when toying with the campaign, put a patriot at my Airbase, when I Airborne, all runway is clear tho, then Iām home, and spooked when I see big, big PATRIOT missile launcher erected at the EOR .
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RE: It happened often
@airtex2019 ummm, 4.35 is the one that playable. Not because the 64bit, or 32bit, but 4.35 is the one that playable in our country and area. For latest computer, of course 4.37 is better, for somehow, a lot more people, living and have fun using 10years old PC. You guys, really made it great.
Most of them that play with old PC here is real Fighting Falcon Pilot. They already retired right now. So yeah, you boys made them have toy again, even it just 4.35 that obsolete. Just a reminder to me also, something that looks obsolete in our view, somehow can be very precious in the life of other people.
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RE: about the SAM being SEAD
@LorikEolmin yep, I see it, for some SAM it move in some case, I see it through the waypoint at Mission Commander. Still, the position too accurate, only when they have luck by coincidence, the SDB / HARM with TI mode at SD and EOM missed. I mean, make it more gray, will be fun especially at ACE level.
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RE: about the SAM being SEAD
@molnibalage yep. SA-6 and SA-11, no joke for those two, especially the 11ā¦
Btw, the 2/3 can be redeployed, thatās the behaviour that I look for. Constantly move, so the fog of war is bites hard. For now, I just pretend they are moved
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RE: It happened often
@Mav-jp it is okay mav, really appreciateā¦ btw, I have 4.36. It is the first one that I play before move on into 4.35. Almost half year if I remember correctly play with 4.36. I still remember tho, the HMCS need to be aligned. Thatās one of the difference in 4.36.
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RE: It happened often
@MaxWaldorf I know max, I am just curious, a lot of my friends still play the 4.35 tbh. But as long as we enjoy it, itās great. They like it tho. Btw, about the energy that I mentioned before, heās using 4.37. Overall, yāall doing it greatā¦ I post this as an appreciation for all of you guys
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RE: about the SAM being SEAD
Does the SAM behaviour changed from 4.35 to 4.37? Or harm system changed? If not, then SEAD will always DEAD into fixed sam battalion, like SA2/3/5 and 10 even their radar turn off, but spotted by JSTAR and can be sorted through recon.
Try this mode, POS, EOM, and GS off, Target Isolate set to SD (will not glide also will not flex). INERTIAL Navigation for the HARM will made sure it is hit the coordinate you set through steerpoint even the seeker not seen any sam radar activated. I usually do this if I am not intent to play with my food and do fancy thing. Assuming if you all play human flight in 4 formation, and each carry 2 harm, minimum SAM Radar Destroyed per one sortie at least 8 being muted at korean rolling fire campaign except encounter SA10 with anti missile capabilities. Or if you wanna made it more effective, carry the SDB, one F16 carry 8 SDB, and it means 8 SA2/SA3 search radar busted if the behaviour of SAM not changed.
Note that steerpoint 81-99 can be useful to target multiple sam spotted by jstar. I usually do like this, and never allow my wingman carry harm, because the way they engage the sam is more HARM then good. I try my best to save aircraft, if the mission is SEAD / DEAD, simply discarded the AI package or put them as an escort, thus wipping out the site by human only through this method.
In my opinion in BMS, HARM is useful when engage the SA5/SA10 and all mobile sam battalion. The rest can be wiped out using SDB / Bruiser caused by once they detected by the jstar, the recon coordinate is accurate.
For this reason, I changed the SA2 into SA4, some SA3 into SA6, and SA5 to SA10 to make the campaign a bit harsh, while also upgraded all the red side aircraft no more below SU27, SU25 for attack, and MIG29S.
This is why I love BMS, create my own game and sometimes surprised myself with the level of threat I made, especially from my AI at blue side which often shoot my back . Canāt complain, cause it made it more spicy through more than 1000 hours ++ in one year, maybe more.
PS : change the EOM into PB and SD into NC when hunting SA4/SA6. Release the HARM just a moment before you trespass their WEZ, and release once more short after. They tracked / shot, they died. With SA10, saturate their ability to shoot down missile by commanding all your flight package to release in POS mode with PB and NC. And let your AI WINGMAN fly straight into the SAM while you turn away and weave. 8 HARM mostly taken one SA10 site. SA5, use POS mode, EOM, and SD, donāt forget to sort them first from recon so you shoot at the exact coordinate,no matter they paint or not, they die.